radv: decompress fmask before reading using texture unit
authorDave Airlie <airlied@redhat.com>
Wed, 19 Oct 2016 07:34:28 +0000 (17:34 +1000)
committerDave Airlie <airlied@redhat.com>
Wed, 19 Oct 2016 07:39:47 +0000 (17:39 +1000)
commit86c4575a813bb57d1af3e3a0bb0c3eb44f27aedf
tree73a1cd1c7f2bf4dcf4619a18071790683a04233a
parent67c91ef2a228b0843bdbb4b7b7128ef45e3dd71f
radv: decompress fmask before reading using texture unit

Before we can read the fmask using the compute shader, we need
to decompress the fmask in place.

This fixes a bunch of remaining failure and hopefully multisampling
in Talos.
src/amd/vulkan/radv_cmd_buffer.c
src/amd/vulkan/radv_meta_fast_clear.c
src/amd/vulkan/radv_meta_resolve.c